Refactor lights data in renderer storage
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@@ -219,7 +219,7 @@ void ShadowsPass::SetupRenderContext(RenderContext& renderContext, RenderContext
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shadowContext.Task = renderContext.Task;
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}
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void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RendererDirectionalLightData& light)
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void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light)
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{
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const RenderView& view = renderContext.View;
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auto mainCache = renderContext.List;
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@@ -453,7 +453,7 @@ void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& r
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shadowData.Constants.CascadeSplits = view.Near + Float4(cascadeSplits) * cameraRange;
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}
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void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RendererPointLightData& light)
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void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderPointLightData& light)
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{
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// Init shadow data
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light.ShadowDataIndex = _shadowData.Count();
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@@ -493,7 +493,7 @@ void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& r
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shadowData.Constants.CascadeSplits = Float4::Zero;
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}
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void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RendererSpotLightData& light)
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void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& renderContextBatch, RenderSpotLightData& light)
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{
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// Init shadow data
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light.ShadowDataIndex = _shadowData.Count();
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@@ -585,7 +585,7 @@ void ShadowsPass::SetupShadows(RenderContext& renderContext, RenderContextBatch&
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}
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}
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bool ShadowsPass::CanRenderShadow(const RenderContext& renderContext, const RendererPointLightData& light)
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bool ShadowsPass::CanRenderShadow(const RenderContext& renderContext, const RenderPointLightData& light)
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{
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const Float3 lightPosition = light.Position;
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const float dstLightToView = Float3::Distance(lightPosition, renderContext.View.Position);
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@@ -597,7 +597,7 @@ bool ShadowsPass::CanRenderShadow(const RenderContext& renderContext, const Rend
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return fade > ZeroTolerance && _shadowMapFormat != PixelFormat::Unknown;
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}
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bool ShadowsPass::CanRenderShadow(const RenderContext& renderContext, const RendererSpotLightData& light)
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bool ShadowsPass::CanRenderShadow(const RenderContext& renderContext, const RenderSpotLightData& light)
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{
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const Float3 lightPosition = light.Position;
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const float dstLightToView = Float3::Distance(lightPosition, renderContext.View.Position);
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@@ -609,12 +609,12 @@ bool ShadowsPass::CanRenderShadow(const RenderContext& renderContext, const Rend
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return fade > ZeroTolerance && _shadowMapFormat != PixelFormat::Unknown;
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}
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bool ShadowsPass::CanRenderShadow(const RenderContext& renderContext, const RendererDirectionalLightData& light)
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bool ShadowsPass::CanRenderShadow(const RenderContext& renderContext, const RenderDirectionalLightData& light)
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{
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return _shadowMapFormat != PixelFormat::Unknown;
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}
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void ShadowsPass::RenderShadow(RenderContextBatch& renderContextBatch, RendererPointLightData& light, GPUTextureView* shadowMask)
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void ShadowsPass::RenderShadow(RenderContextBatch& renderContextBatch, RenderPointLightData& light, GPUTextureView* shadowMask)
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{
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if (light.ShadowDataIndex == -1)
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return;
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@@ -692,7 +692,7 @@ void ShadowsPass::RenderShadow(RenderContextBatch& renderContextBatch, RendererP
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VolumetricFogPass::Instance()->RenderLight(renderContext, context, light, _shadowMapCube->ViewArray(), sperLight.LightShadow);
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}
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void ShadowsPass::RenderShadow(RenderContextBatch& renderContextBatch, RendererSpotLightData& light, GPUTextureView* shadowMask)
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void ShadowsPass::RenderShadow(RenderContextBatch& renderContextBatch, RenderSpotLightData& light, GPUTextureView* shadowMask)
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{
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if (light.ShadowDataIndex == -1)
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return;
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@@ -770,7 +770,7 @@ void ShadowsPass::RenderShadow(RenderContextBatch& renderContextBatch, RendererS
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VolumetricFogPass::Instance()->RenderLight(renderContext, context, light, _shadowMapCube->View(faceIndex), sperLight.LightShadow);
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}
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void ShadowsPass::RenderShadow(RenderContextBatch& renderContextBatch, RendererDirectionalLightData& light, int32 index, GPUTextureView* shadowMask)
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void ShadowsPass::RenderShadow(RenderContextBatch& renderContextBatch, RenderDirectionalLightData& light, int32 index, GPUTextureView* shadowMask)
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{
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if (light.ShadowDataIndex == -1)
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return;
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